diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-12-11 02:56:14 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-12-11 02:56:53 +0300 |
commit | 63d521432e9307643c279237b041a8f2ac6dda9d (patch) | |
tree | 5384b15865454dab13207606e8fe2d3dee5939bc /source/blender/draw/engines | |
parent | e0fbea9c0d52744c082454a90487768f406bff5a (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_engine.c | 4 | ||||
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_antialiasing.c | 4 | ||||
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_motion_path.c | 6 |
3 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 603a4787dba..a6ad7d97922 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -164,8 +164,8 @@ static void eevee_cache_finish(void *vedata) uint tot_samples = scene_eval->eevee.taa_render_samples; if (tot_samples == 0) { - /* use a high number of samples so the outputs accum buffers - * will have the highest possible precision */ + /* Use a high number of samples so the outputs accumulation buffers + * will have the highest possible precision. */ tot_samples = 1024; } EEVEE_renderpasses_output_init(sldata, vedata, tot_samples); diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c index 8c50bfac908..751c6dc7016 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.c +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -39,10 +39,10 @@ * * This technique has one major shortcoming compared to MSAA: * - It handles (initial) partial visibility poorly (because of single sample). This makes - * overlaping / crossing wires a bit too thin at their intersection. + * overlapping / crossing wires a bit too thin at their intersection. * Wireframe meshes overlaid over solid meshes can have half of the edge missing due to * z-fighting (this has workaround). - * Another manifestation of this, is fickering of really dense wireframe if using small + * Another manifestation of this, is flickering of really dense wireframe if using small * line thickness (also has workaround). * * The pros of this approach are many: diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.c b/source/blender/draw/engines/overlay/overlay_motion_path.c index 349f17d3d7d..a532618d472 100644 --- a/source/blender/draw/engines/overlay/overlay_motion_path.c +++ b/source/blender/draw/engines/overlay/overlay_motion_path.c @@ -170,7 +170,7 @@ static void motion_path_cache(OVERLAY_Data *vedata, DRW_shgroup_call_range(grp, mpath_batch_points_get(mpath), start_index, len); } - /* Draw frame numbers at each framestep value */ + /* Draw frame numbers at each frame-step value. */ if (show_frame_no || (show_keyframes_no && show_keyframes)) { int i; uchar col[4], col_kf[4]; @@ -193,8 +193,8 @@ static void motion_path_cache(OVERLAY_Data *vedata, else if (show_frame_no) { bMotionPathVert *mpvP = (mpv - stepsize); bMotionPathVert *mpvN = (mpv + stepsize); - /* Only draw framenum if several consecutive highlighted points don't occur on same point. - */ + /* Only draw frame number if several consecutive highlighted points + * don't occur on same point. */ if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { numstr_len = BLI_snprintf(numstr, sizeof(numstr), " %d", frame); DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col); |